I am the author of the Typhoon engine (https://twitter.com/TyphoonEngine). The engine features sophisticated and innovative technologies for the simulation and rendering of an entire planet, with a focus on terrains and water. Licensed for the development of a game and two simulations.
* Added support for in-game-purchases through the Microsoft store * Extended Cocos2dx to load assets from compressed files directly * Integrated libwebsockets for network-based services. * Integrated Spine in the in-house engine for 2D animations * Misc. optimizations, bug fixes, maintenance, SDK integration tasks
R&D on photorealistic, real-time visualization of cars using Unity, for the automotive industry. Worked on: * Elliptical filtering for anti aliased, anisotropic texture mapping * High quality image filters * Specular anti aliasing * Support for huge resolution screenshots
As part of the Military & Simulation team, I worked mainly on: * HLA network library for the synchronization of multiple systems simulating vehicles, articulated parts, characters etc. * Photo-realistic, unconstrained rendering of the atmosphere running on DirectX 11 * Ambient lighting based on spherical harmonics * Aerial scattering, depth and height fog
I was part of the rendering team for the game Transformers Universe. I developed or contributed to most of its technologies: * DirectX 9 graphics backend * Particle engine * Terrain engine with LOD, material painting and heightmap sculpting, ground cover * Lighting engine (cascaded shadow mapping, point lights) * Sky and aerial scattering * Text rendering * Core engine components: memory allocators, in-game logging and profiling tools and acceleration structures
I was part of the rendering team of The Outsider, an unreleased AAA title for the Xbox360, PS3 and Windows platforms. My contributions were: water rendering, indexed deferred lighting, aerial scattering, lens flares rendering, volumetric lighting, deferred transparency.
I was the main programmer of the eDiving scuba diving simulator (www.ediving.us). I worked mainly on the graphics engine, physics simulation, networking, AI, GUI and partly on the gameplay. I was also responsible for supervising and coordinating other programmers and artists.
I worked on graphics effects and technologies for the Xbox and Windows platforms: water rendering, subdivision surfaces, spherical harmonics lighting, various shaders for the rendering of skin, vegetation and other materials. I also worked on a sound library with FFT-based filters for pitch and frequency shift.
Embedded and Telecom
Back End, 3D, 2D, Senior Game Developer, GUI Applications, Microsoft DirectX, Microsoft Visual Studio
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